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General Tabletop Discussion
*Pathfinder & Starfinder
Simplistic or Complete (and why we can't have both)
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<blockquote data-quote="Ratskinner" data-source="post: 5986049" data-attributes="member: 6688937"><p>Personally, I'd prefer it simulate fantasy, but that's just me.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Well, I think the obvious answer is to start simple and let modules add complexity in the direction of each group or player's desire...just 'cause its a lot harder to remove complexity than add it. Additionally, I feel speed of play is extremely important to beginning and sometimes older players, and complexity almost always slows things down. Its much better, IMO, to have our newbie players and DMs rocking and rolling through adventures, rather than picking through nuance after nuance of subtle complicated rules. </p><p></p><p>The second part of that..."simulate <em>a fantasy world</em>" is a lot tougher. See, you can get very good stories out of almost any type of rules: Extreme Simulation, extreme Gamism, there are even games that have rules that directly address Narration and skip right over Gamism and Sim. Of course D&D will likely be something on that Sim-Gam line, and since we want to start simple and get more complex....well, I don't know which direction (if any) on that axis, is easier to go. Perhaps more relevant, I don't know which one(s) would be accepted or to what degree by the D&D-playing public. I've seen some very simple games that work wonderfully at generating story, but wouldn't be (I don't think) accepted as a replacement for D&D.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5986049, member: 6688937"] Personally, I'd prefer it simulate fantasy, but that's just me.:D Well, I think the obvious answer is to start simple and let modules add complexity in the direction of each group or player's desire...just 'cause its a lot harder to remove complexity than add it. Additionally, I feel speed of play is extremely important to beginning and sometimes older players, and complexity almost always slows things down. Its much better, IMO, to have our newbie players and DMs rocking and rolling through adventures, rather than picking through nuance after nuance of subtle complicated rules. The second part of that..."simulate [I]a fantasy world[/I]" is a lot tougher. See, you can get very good stories out of almost any type of rules: Extreme Simulation, extreme Gamism, there are even games that have rules that directly address Narration and skip right over Gamism and Sim. Of course D&D will likely be something on that Sim-Gam line, and since we want to start simple and get more complex....well, I don't know which direction (if any) on that axis, is easier to go. Perhaps more relevant, I don't know which one(s) would be accepted or to what degree by the D&D-playing public. I've seen some very simple games that work wonderfully at generating story, but wouldn't be (I don't think) accepted as a replacement for D&D. [/QUOTE]
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